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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]


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JNSQ

Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here.

Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP.

Logic

Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours.

Notes

  • Sigma Dimensions and Rescale! are not required for JNSQ to function, and are discouraged from use alongside JNSQ.
  • When starting new saves under JNSQ, we advise that you enter Difficulty Settings and raise the DSN modifier to 4x. JNSQ applies a patch to increase antenna range by 4x, so leave the range modifier at 1 (changing it triggers a bug that may prevent science transmission).
  • The Making History LV-TX87 and LV-T91 engines have had their thrust, mass and cost increased 25% and 20% respectively. This change was deemed necessary to assure they can lift a Mk2 command pod and service module to low orbit at JNSQ's larger scale.
  • JNSQ retains the stockalike Kerbin-Mun-Minmus system to conform to game elements outside or our control, such as the built-in contract system. Be advised, however, this configuration is unstable. For users of the mod Principia, the orbit of Minmus is moved inside that of Mun to provide orbital stability.
  • JNSQ raises the SCANsat scan altitudes by 3x in order to allow reasonable scan speeds at 2.7x scale, and viable scan work at all but the smallest bodies.
  • JNSQ provides at least 14 facilities powered by Kerbal Konstructs and requires Omega's Stockalike Stuctures. Most of these facilities have gameplay features within them for making use of spare kerbals, launching and refueling ships, farming funds or science, expanding DSN coverage, recovering for funds in career. Most of these facilities are hidden by default and must be found.
    • 9 of these are airports.
    • 2 of these directly replace the MH launch sites (Woomera2 for Woomerang, and Darude for Dessert).
    • 2 of these are mountain-top observatories with science farming and full DSN capabilities.

Disclaimer / Barrier to Entry

⚠️ The target audience for JNSQ is the same as, if not narrower, than that of GPP. This mod is made not for the player-base at large, but for seasoned players: who greatly respect rocketry, realism and physics; who do not hold much regard for maintaining "stockalike" and "stock scale;" who are willing and able to mod their way to a great or greater game and who are able to troubleshoot a damaged install for themselves and help us to help them.

JNSQ introduces and bundles a new utility mod that depends on the Community Resource Pack and makes Ore even more scarce and challenging than GPP does. This mod is appropriately called Rational Resources, whose purpose is to purge the random resource configurations generated by CRP, grant increased compatibility between planet packs and mods that use certain resources, and encourage the use of mods that use advanced resources.

Compatibility for mods that expect the stock planets with default topology, biomes, order or radii is not to be expected and will not be provided by us.

JNSQ is not recommended for use with other planet packs. Questions regarding other planet pack compatibility will be ignored.

Provided Compatibility

  • Distant Object Enhancement
  • Environmental Visual Enhancements
  • Kerbal Health
  • Kerbal Konstructs: We roll our own extra launch sites
  • Kerbalism
  • Kopernicus Expansion: Footprints
  • MechJeb
  • Planetshine
  • Rational Resources
  • ResearchBodies
  • Scatterer (very specifically 0.05x or newer, for KSP 1.6.1 or newer)
  • Skybox via Sigma Replacements, DiRT, TextureReplacer
  • Strategia
  • Waypoint Manager

Requirements

  • Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions)
  • ModuleManager 4 or newer
  • Minimum Hardware: 3 GHz quad-core CPU, 16GB of system RAM and 2GB of video memory

Recommended Mods

Parts

  • Eve Optimized Engines. An engine pack tailored for Eve ascent vehicles.
  • JX2 Antenna, late-game antennae made to reduce the need to spam RA-15 and RA-100 and preclude the need to install Custom Barn Kit.

Utilities

  • Antenna Helper adequately and easily shows the power and ranges of combined antenna in VAB, flight and the Tracking Station.
  • Better SRBs: Although a small engine pack, it is primarily a utility. This mod adds very much needed behavior and appropriate rebalances to SRBs in stock and in a handful of popular large parts packs.
  • CommNet Antennas Info expands the panel info for antennae in the VAB.
  • Kerbal Alarm Clock now works with Kronometer; lets you easily mark the times for maneuvers and encounters in many flights.
  • SCANsat: A tiny mod that adds a few parts but is critical to an exploration or ISRU game. Highly recommended for discovering anomalies including most of JNSQ's KK facilities and identifying atypical resource placements by Rational Resources.
  • Sigma Replacements: A suite of tiny Sigma mods for changing things such as the main menu scene, kerbal suits, and the skybox.

Licensing

  • JNSQ is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0).
  • Rational Resources, bundled, is licensed MIT.

 

0.10.0 Change log

 

  • Added dark mode dV map.
  • Added one biome each to Dres and Edna.
  • Added Optional Mods:  JNSQ_Rescale for 1x and 10x versions of JNSQ.
  • Changed Eeloo's rotational period to 8 hours.
  • Changed game start time to 6:00 UT--sunrise at KSC (requires Kronometer).
  • Converted celestial body icons to .png (thanks to @yalov cn GitHub).  This fixes issues with Strategia and Waypoint Manager.
  • Fixed Bop's rotation to retrograde for Principia users.
  • Included RemoteTech in antenna range multiplier (thanks to @armegeddon cn GitHub).
  • Included part upgrades in antenna range multiplier (thanks to @jsolson cn GitHub).
  • Revised atmospheres (surface pressure unchanged, heights may be different).
  • Revised CelestialBodies.pdf (atmosphere changes).
  • Revised flying altitude thresholds.
  • Revised NavBall switch radius multipliers.
  • Revised asteroids so that they better populate the desired fields.
  • Reduced Minmus' science values for Principia users.
  • Reduced SCANsat altitude multipliers from 3x to 1.5x.
  • Removed KerbalHealth config. KerbalHealth has chosen to host all JNSQ configs in itself.
  • Removed Kronometer from JNSQ (must now be downloaded and installed separately).
  • Removed MyRocksAreBiggerThanYours plugin (now part of Kopernicus).
  • Removed Rational Resources bundle.
  • Updated TweakChutes to hopefully properly respond to FAR/RealChute.
  • Updated KK:
    • Added three more space centers. (Hidden)
    • Added runway section to S. Musgrave.
    • Added barracks to all bases that were missing them, including observatories.
    • Buffed barracks capacities at astronaut complexes.
    • Fixed duplicate launch site names for helipads and rovers.
    • Fixed orientation or offset of some bases.
    • Fixed west vs east runways.

This update includes many important updates, bug fixes, and improvements.

This update is certified to work only with KSP 1.12.1 or newer.  It may work with older KSP versions, though it has not been tested and support will not be provided.

Atmospheres have been redone to provide conformity across all Team Galileo products.

This update adds an extra 1/2 rotation to Kerbin's initial rotation.  This could break existing geostationary satellites if they are strategically placed over specific landmarks.  This change can be reverted by deleting the file JNSQ_Configs/OffsetTime.cfg.

Adding JNSQ_Rescale to an existing save is not recommended.

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Edited by Galileo
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Mentioned in this thread's opening post is the mod Rational Resources developed by @JadeOfMaar.  It is the full evolution of the resource placement engineering project that went into GPP.  Rational Resources is part of the core of the JNSQ experience and is easy for other planet mods to employ.  Be forewarned, the presence of Ore is reduced even further than in GPP, and creation of certain advanced ISRU chains is encouraged.  They are mentioned in the Rational Resources OP.


Sunflare of Maar

Included in JNSQ is an all-new and exclusive "Sunflare of Maar."  Its name is "Esther."  It runs in either Scatterer mode or Unity mode (such as Galileo's Flare Replacer mod).  To choose which one runs, change the setting in GameData\JNSQ\JNSQ_Configs\SunflareMode.cfg

In Unity mode, you have the further option to disable the sunflare ghosts by creating a folder JNSQNoGhosts beside JNSQ.

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ΔV Map

Included in the download, in the JNSQ folder is a ΔV map designed in an all-new "Protractor" style.  Concept and numbers by OhioBob, artwork by @JadeOfMaar.  Also included is a dark mode version.

JNSQ_DV-01.png


JNSQ_Rescale

Included in the JNSQ download is the optional mod JNSQ_Rescale, enabling JNSQ to be played not only at its native 1/4th real scale, but also 1/10th real scale (≈stock size) and real scale.  It also allows the addition of the planet packs GPP and GEP.  For a detailed explanation of this mod and the possible play modes that it provides, please refer to the following forum post:

 

Edited by OhioBob
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Congratulations to all the members of Team Galileo. I've only visited a few bodies but all I can say is that the mod is well named.... truly breathtaking stuff!! And a high quality native 1/4 scale system is something the community desperately needed. Thank you guys so much.

Spoiler

Our little Mun, its all grown up now (by 2.7x :P ). Cant wait to check out the added bodies.


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Can you all please stop putting out incredible looking planet packs before I'm halfway done exploring the last one. It makes decisions for new save games really really hard.

In all seriousness though, I took a quick look at this well waiting for the DLC. From what i can see it looks Quality with a capital Q. 1/4 scale is great. Planets look top notch visually. the pack works with a ton of other mods out of the box. I've already spotted some really cool looking places I want to explore and the arrangement of bodies really looks like its going to add some interesting challenges as you get further out to. I'm excited to play this. 

Thanks for all the work you guys are doing. I wouldn't expect less from the galileo team and you delivered.

 

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4 minutes ago, Iso-Polaris said:

Will this mod works with those science experiment features in breaking groud?

Like surface crytals etc..

Eventually. Not at the moment.

13 minutes ago, Smorfty said:

FYI: Kopernicus refuses to work in 1.7.1 at the moment and this planet pack won't load unless you downgrade :/

Also: The exe installer triggers a virus warning in Windows 10 Defender.

Kopernicus is version locked and isn’t updated for 1.7.1. 

As for the virus warning,  ¯\_(ツ)_/¯

the source is available for you to go through if you don’t trust it ;)

 

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15 minutes ago, Smorfty said:

FYI: Kopernicus refuses to work in 1.7.1 at the moment and this planet pack won't load unless you downgrade :/

Also: The exe installer triggers a virus warning in Windows 10 Defender.

Galileo works very closely with the Kopernicus dev so he knows.

Why are you using Windows Defender? Lol. It's only supposed to be enough while you're getting a better antivirus and there are plenty of those for $0.

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Hey first off,

Support for Kerbal Health, Strategia, and a few others on that list are absolutely above and beyond. Some of my absolutely core mods, and good to see them held highly enough to be supported on launch.

Second, i presume this doesnt suffer from the "making history" problem GPP did, due to being based back on kerbin?

Third, cannot WAIT to be able to use this with breaking ground! Not to push whatsoever but is that an early priority or a long term goal, to add support for surface anomalies from BG?

 

Thank you so much for all your work Galileo

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5 minutes ago, Lucius said:

Hey first off,

Support for Kerbal Health, Strategia, and a few others on that list are absolutely above and beyond. Some of my absolutely core mods, and good to see them held highly enough to be supported on launch.

Second, i presume this doesnt suffer from the "making history" problem GPP did, due to being based back on kerbin?

Third, cannot WAIT to be able to use this with breaking ground! Not to push whatsoever but is that an early priority or a long term goal, to add support for surface anomalies from BG?

 

Thank you so much for all your work Galileo

As soon as Kopernicus is updated, Breaking Ground will be supported. :)

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12 minutes ago, linuxgurugamer said:

I'm very sad! Now I won't be able to go back and finish GPPI have a whole new set of planets to explore and looks a very very interesting

Well, Make a separately install!

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